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nickos86

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Everything posted by nickos86

  1. Hi, Many tasks are much easier to be done in 2D. Any plans to make the GUI to operate both in the VR headset and in parallel in regular 2D way? Thanks.
  2. Hi, Can you elaborate on the "why?". What's the advantage/disadvantage of flat/spherical environment? What are the challenges? Why not make every map use the "spherical earth"? Also, what do you mean by "Because this map will be based on current day..."? Sorry, can you just explain the context a bit? Not sure I understand what are you trying to achieve. Thanks!
  3. I think (and maybe the data show otherwise) that the real growth engine of DCS is MP gameplay. Instead of building MAC and trying to overshoot - just make a really good MP experience with the current SIM. Instant dogfight modes, MP environment like the AWESOME suggestions above (allowing planning and coop) - will make a HUGE impact
  4. Note, this video just emphasis the problematic behavior I've described. You are obligated to manually choose AUTO after bugging a target and manually choose MAN after the target was lost. It makes little sense to me in fighting environment. It might be a "correct as is", so you'll have to map auto/man/reset to the HOTAS. Or perhaps it should be handled differently and we're missing something (perhaps its even a non-full-implementation of the system issue by ED ). I just find it a bit awkward that a pilot has to reach the DDI all the time during combat.
  5. Yep. Communication is key. It's frustrating to be left with no answers...
  6. To have a mode in the GUI called "Fight" - it will automatically setup a MP dogfight per your score (some one with similar abilities) and ping. In the "Fight" sub-options you can choose if you look for a BVR fight/guns only/heat etc. In case there are enough players - it will automatically divide you to 'BLUE' vs 'RED'. Each flight already on a specific freq and you can immediately talk via the DCS voice system... It should be much easier to find a dogfight partner... Sometime you just want to have a nice brawl with no time spent of logging to servers/takeoff etc. Some sort of a 'fight club'...
  7. I played ALYX with a G2 for HOURS without any alignment problems (both in a dark and bright room, with a lot of movement). So I do think it something that should be mitigated via DCS or perhaps WMR? When turning the G2 ON, I try not to touch the hardware and let it calibrate with as little interference as possible. It seems to help with the issue a bit. But eventually, I think it's more of a software issue that should be resolved.
  8. Hi, When in TWS, after I've locked a target I manually change the RDR to AUTO. Then, if for some reason I've lost the contact or I want to change the antenna elevation - I need to move the TDC and DEPRESS so that AUTO will change to BIAS. After locking the new target I need to manually change BIAS to MANUAL and then BACK to AUTO so that the RDR will follow the target. I that the correct sequence? Is it a bug? Am I doing something wrong? I don't understand the extra steps after locking a target... Why It doesn't automatically change to AUTO after designating a TGT or going back to MAN after a target was lost? Thanks!
  9. The explosives weight and geometry are different = different penetration. But more importantly - the CBU97 bomblets are IR and laser guided. Those, increasing the probability of a bomblet to hit the target - in particular - hot spots like the engine. If you damage the engine - the life bar should not drop to zero and the tank should not explode... But it actually incapacitated the tank... It should be marked as 'destroyed'. As for a MK-20 bomb - If it will hit the tank from above- it would probably penetrate nicely because the upper part of tank is less protected. But, the chance to hit a 'critical' system is lower in comparison to the CBU-97. So the current DCS status is bad due to : A. You can't effect the pattern of the MK20 - not able to adjust the probably of hit. B. The damage model of the ground units and of the weapons is too simple. The CBU97 was adjusted to inflict 100% damage to the tanks 'life bar' and and the MK20 was adjusted to inflict a 20% damage to a tank. C. You can't argue that it's wrong because you're getting a "missing evidence" tag...
  10. Honestly, the "supporting evidence" claim is absurd many times. If ED setup a damage model to a weapon - it doesn't make it automatically a "correct-as-is". For example, compare the damage of an AGM-62, GBU-24 and a AGM-84 vs a Kuznetsov carrier - You need two AGM-62 to sink the ship (technically two bombs cause a 99% damage) Vs 6 GBU24 bombs vs ~8 harpoons... none of it make much sense. Almost arbitrary. The ground/naval units got a "life bar" instead of a damage model (that should include sub-systems) and the weapons damage is an educated guess (inconsistent BTW). Now, because it is a game and developing and improving systems takes time/resources - I can understand the some weapons won't have reasonable performance and it will be addressed "some day"... But it got nothing to do with the community not providing "supporting evidence" to a currently "correct-as-is" setting.
  11. You would expect the picture so stay static no matter if you fly towards the target/away from the target/be a 100 nm away from the target, no? The plane's SPI should be at the cursor position and the TGP for this matter should try to slave it self to this SPI. At the moment the picture become black if the radar cone is getting away (over flew the target for instance). What should be the correct behavior? Thanks.
  12. Hi, When choosing the FZ the radar should stop transmitting, correct? If so - we should not be able to "lock" a target. Moving the cursor should keep updating the SPI? If we freeze the picture - the jet should still "remember" the grid and let us get a coordinate even if we fly FROM the target, right? If the current implementation correct or is it still a WIP? Thanks.
  13. Hi, The Viper damage modelling is a WIP and it's understandable. But please increase the priority of this task. Currently almost every hit will results in fuel leakage (I've even had one after an aircraft collided with me during taxi on a MP server). It makes it very painful and annoying fighting other A/C in DCS that can sustain much more damage (they'll have system malfunctions when hit but not necessarily a fuel leak). In MP, after the enemy hit you - they'll just bug out or start "wasting time" knowing that you've got 30 sec left until you out of fuel. Thanks!
  14. it works. Just contact JTAC. After you'll ask for a 9line- it will appear in the kneeboard
  15. The MK-20 is super problematic in DCS. The pattern didn't get any love in comparison to 87 so the pattern is bad and you need to be lacky rather than accurate. In long mission it can be frustrating to fail the objective even when the aiming and drop were good. I had to re fly missions requiring MK-20 more than once when performing the same bombing procedures. Sometime it done 0 damage and sometime it destroyed the targets.
  16. Relevant both for SP and MP. When you choose a friendly unit on the F10 map - beside the alt/speed/hdg that appear in the bottom left corner - please add it's current UHF/VHF/FM. For SP - that would be nice particularly in situation when the brief in missing data or it's old a corrupted (old missions) and you want to hook to a tanker or contact AWACS etc. In MP - that would be very very useful on server to get in touch with other flights. Additional idea, is to put all AI units in the kneeboard as a table in the following format: unit call sign, mission, type, freq, tacan. For example: SHELL 1-1, REFUEL, KC-135, U237.5, 73Y. That would be awesome!
  17. Any update on this item status? It still marked as "correct-as-is/need evidence" Thanks!
  18. My referenced based on conversations with non-US military pilots and personal NVG usage (not in planes... rather in a Humvee, APCs and tanks). I don't disregard what he said. It is possible but inconvenient (at least from personal use) and the FOV "ain't great" like when you fly on a 2D screen... It feel much closer to the "full screen" experience of VR
  19. Actually in VR the NVG behave like they should in real life. You don't get to see peripherals (BTW, remember that with NVG you've got bright green light in your eyes. It makes it very hard to see outside the scope... not to mention it takes a few seconds after you took them off for your eyes to get used to the darkness again). What would be nice is the ability to change focus via keybind. In real googles you've got a focus dial that you can play with so you could see things close to you. During a flight you might want to play with it if the situation ain't "hot" to see things in the cockpit with out taking the NVG off.
  20. Now that that the light system work so well - please add lights to all aircraft shelters in the map. Thanks.
  21. He is. And that's kinnda the point. He's a great character, but if you look at his 3D model in the cockpit or if he'll eject - you'll see a white pilot model BTW, there are also female pilots in Raven one...
  22. Please check MLU3 for example. Honestly, I can't understand how you interpreted the text to the behavior you've implemented - it doesn't make any operational sense.
  23. It's not. Honestly, I would expect the TGP to automatically slave to the FCR target that now became the SPI... But only TGT>OA1>OA2>TGT works
  24. ED - well played!! AWESOME job!
  25. It's basically the same. TMS Right cycle TGT>OA1>OA2>TGT and then the TGP slaves to the FCR designation. It won't slave on the first TGT press/TMP Right.
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